new to USA and Opengl
I am new in English so excuse my language but i have worked on OpenGL for little bit but new in texture mapping i have the code from the site of Nehe i think i understand it but how do i load file from bitmap instead file they have.
THIS THERE CODE(SEE BETTER QUESTION OF PROBLEM BELOW)
#include <stdio.h>
#include <windows.h>
#include <gl/glut.h>
#define TEXTURES_NUM 1
#define CUBE_TEX 0
typedef struct _RGBIMG {
GLuint w; // Image's Width
GLuint h; // Image's Height
GLubyte* data; // Image's Data (Pixels)
} RGBIMG;
// Global Variables
bool g_gamemode;
bool g_fullscreen
GLfloat g_xrot = 0.0f;
GLfloat g_yrot = 0.0f;
GLfloat g_zrot = 0.0f;
GLuint g_texid[TEXTURES_NUM];
bool load_rgb_image(const char* file_name, int w, int h, RGBIMG* refimg)
{
GLuint sz; // Our Image's Data Field Length In Bytes
FILE* file; // The Image's File On Disk
long fsize; // File Size In Bytes
GLubyte* p; // Helper Pointer
// Update The Image's Fields
refimg->w = (GLuint) w;
refimg->h = (GLuint) h;
sz = (((3*refimg->w+3)>>2)<<2)*refimg->h;
refimg->data = new GLubyte [sz];
if (refimg->data == NULL) return false;
// Open The File And Read The Pixels
file = fopen(file_name , "rb");
if (!file) return false;
fseek(file, 0L, SEEK_END);
fsize = ftell(file);
if (fsize != (long)sz) {
fclose(file);
return false;
}
fseek(file, 0L, SEEK_SET);
p = refimg->data;
while (fsize > 0) {
fread(p, 1, 1, file);
p++;
fsize--;
}
fclose(file);
return true;
}
bool setup_textures()
{
RGBIMG img;
// Create The Textures' Id List
glGenTextures(TEXTURES_NUM, g_texid);
// Load The Image From A Disk File
if (!load_rgb_image("swirl_256x256.raw", 256, 256, &img)) return false;
// Typical Texture Generation Using Data From The Image
glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, img.w, img.h, 0, GL_RGB, GL_UNSIGNED_BYTE, img.data);
// Finished With Our Image, Free The Allocated Data
delete img.data;
return true;
}
bool init(void)
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
if (!setup_textures()) return false;
glEnable(GL_TEXTURE_2D);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_CULL_FACE);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
return true;
}
void render(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(g_xrot,1.0f,0.0f,0.0f);
glRotatef(g_yrot,0.0f,1.0f,0.0f);
glRotatef(g_zrot,0.0f,0.0f,1.0f);
glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
g_xrot += 0.3f;
g_yrot += 0.2f;
g_zrot += 0.4f;
glutSwapBuffers ( );
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (h == 0) h = 1;
gluPerspective(80, (float)w/(float)h, 1.0, 5000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // Reset The Modelview Matrix
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}
void special_keys(int a_keys, int x, int y)
{
switch (a_keys) {
case GLUT_KEY_F1:
if (!g_gamemode) {
g_fullscreen = !g_fullscreen; if (g_fullscreen) glutFullScreen(); else glutReshapeWindow(500, 500);
}
break;
default:
break;
}
}
void ask_gamemode()
{
int answer;
answer = MessageBox(NULL, "Do you want to enter game mode?", "Question",
MB_ICONQUESTION | MB_YESNO);
g_gamemode = (answer == IDYES);
g_fullscreen = false;
}
int main(int argc, char** argv){
ask_gamemode();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE);
if (g_gamemode) {
glutGameModeString("640x480:16");
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE))
glutEnterGameMode();
else g_gamemode = false;
}
if (!g_gamemode) {
glutInitWindowSize(500, 500); glutCreateWindow("NeHe's OpenGL Framework");
}
if (!init()) {
MessageBox(NULL,"Cannot initialize textures.","Error",MB_ICONSTOP);
return -1;
}
glutDisplayFunc(render);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(special_keys);
glutIdleFunc(render);
glutMainLoop();
return 0;
}
HERE WHAT I WANT TO DO
HOW DO I LOAD THE FILE IF I NOT USE load_rgb_image
IS THERE NO CALL I CAN USE SUCH "LOADTEXTURE" or SIMILIAR
#include <stdio.h>
#include <windows.h>
#include <gl/glut.h>
#define TEXTURES_NUM 1
#define CUBE_TEX 0
typedef struct _RGBIMG {
GLuint w; // Image's Width
GLuint h; // Image's Height
GLubyte* data; // Image's Data (Pixels)
} RGBIMG;
// Global Variables
bool g_gamemode;
bool g_fullscreen
GLfloat g_xrot = 0.0f;
GLfloat g_yrot = 0.0f;
GLfloat g_zrot = 0.0f;
GLuint g_texid[TEXTURES_NUM];
bool setup_textures()
{
RGBIMG img;
// Create The Textures' Id List
glGenTextures(TEXTURES_NUM, g_texid);
// Load The Image From A Disk File
if (!load_rgb_image("swirl_256x256.raw", 256, 256, &img)) return false;
// Typical Texture Generation Using Data From The Image
glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, img.w, img.h, 0, GL_RGB, GL_UNSIGNED_BYTE, img.data);
// Finished With Our Image, Free The Allocated Data
delete img.data;
return true;
}
bool init(void)
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
if (!setup_textures()) return false;
glEnable(GL_TEXTURE_2D);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_CULL_FACE);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
return true;
}
void render(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(g_xrot,1.0f,0.0f,0.0f);
glRotatef(g_yrot,0.0f,1.0f,0.0f);
glRotatef(g_zrot,0.0f,0.0f,1.0f);
glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
g_xrot += 0.3f;
g_yrot += 0.2f;
g_zrot += 0.4f;
glutSwapBuffers ( );
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (h == 0) h = 1;
gluPerspective(80, (float)w/(float)h, 1.0, 5000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // Reset The Modelview Matrix
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}
void special_keys(int a_keys, int x, int y)
{
switch (a_keys) {
case GLUT_KEY_F1:
if (!g_gamemode) {
g_fullscreen = !g_fullscreen; if (g_fullscreen) glutFullScreen(); else glutReshapeWindow(500, 500);
}
break;
default:
break;
}
}
void ask_gamemode()
{
int answer;
answer = MessageBox(NULL, "Do you want to enter game mode?", "Question",
MB_ICONQUESTION | MB_YESNO);
g_gamemode = (answer == IDYES);
g_fullscreen = false;
}
int main(int argc, char** argv){
ask_gamemode();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE);
if (g_gamemode) {
glutGameModeString("640x480:16");
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE))
glutEnterGameMode();
else g_gamemode = false;
}
if (!g_gamemode) {
glutInitWindowSize(500, 500); glutCreateWindow("NeHe's OpenGL Framework");
}
if (!init()) {
MessageBox(NULL,"Cannot initialize textures.","Error",MB_ICONSTOP);
return -1;
}
glutDisplayFunc(render);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(special_keys);
glutIdleFunc(render);
glutMainLoop();
return 0;
}
Much appreciation
I'm afraid that I don't know whether such a facility exists in GLUT; I suspect that you might end up looking for a separate image-loading library.
However, you might find that you get better responses in general if you place your code between [ source][ /source] tags (without the additional spaces, and which should produce scrollbar-equipped boxes to hold code, complete with preservation of indentation, I believe - an especial convenience for long sections of code, I feel). This should also make your second statement of your problem more visible, if you split the code that you give into two separate source boxes, with that statement between the two.
However, you might find that you get better responses in general if you place your code between [ source][ /source] tags (without the additional spaces, and which should produce scrollbar-equipped boxes to hold code, complete with preservation of indentation, I believe - an especial convenience for long sections of code, I feel). This should also make your second statement of your problem more visible, if you split the code that you give into two separate source boxes, with that statement between the two.
I was also wondering about that myself how do you put code into a source tags
Sorry(this doesn't pertain to the topic)
Sorry(this doesn't pertain to the topic)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement